Asynchronous multiplayer games are awesome because players can enjoy social gaming experiences without having to commit to long sit-down sessions. This convenient style of play is made possible by online servers that deliver updates on games being played directly to a player’s device. This article will explain how games previously saved to a database are loaded by the server and made accessible within the game … Continue reading →

The Future of Flash tour hit Chicago last night so I had the chance to connect with Lee Brimelow and Mike Chambers, and Chicago’s Adobe User Group. It was an excellent and informative presentation about the roadmap for the Flash runtime that touched on Adobe’s definitive white paper resource located here: http://www.adobe.com/devnet/flashplatform/whitepapers/roadmap.html The biggest concern from Adobe users at the session was undoubtedly the new … Continue reading →

Asynchronous multiplayer games allow two or more people to play together without the need to be participating in the session at the same time. A key component of supporting asynchronous gameplay is saving the game state to an online database so that it can be retrieved by you and your opponents when it’s time to take the next turn. This article will explain how I … Continue reading →

There’s no doubting the fact that “asynchronous” multiplayer gameplay, or the ability to play games one turn per session over the course of several days, is the new hot trend in mobile gaming. Many of the top multiplayer games are asynchronous, including the popular Words with Friends (a one-move-at-a-time implementation of Scrabble) and Draw Something (a unique take on Pictionary that was recently bought by … Continue reading →

In 2006, I conceived the idea for a unique strategy board game that combined elements of role playing games, table top war games, and collectible card games. My dream: to become a game designer and have this product published for the world to enjoy. The task seemed near impossible at the onset: how does an individual with no experience in the gaming industry become a … Continue reading →

It’s hard to believe that it’s been nearly a year since my last post. I started this blog to share knowledge with the community at large, not realizing at the time just how busy I’d be mastering mobile development, successfully launching a cross-platform multiplayer game on every major app store, and growing my new company. I haven’t forgotten about this blog, depsite my time of … Continue reading →

By properly leveraging GPU rendering, you can effectively increase the performance of your Flash games and AIR applications, achieving higher frame rates than you would using CPU render mode. This article will teach you two methods to convert your graphics into GPU optimized bitmaps and explain key differences you will experience when publishing your application in GPU mode that are not explicitly covered in Adobe’s … Continue reading →

I am Ross Przybylski, veteran Adobe Flash developer and aspiring indie game designer. Last February, I attended the Mochi Flash Gaming Summit, a one day conference dedicated to bringing together leaders of the flash gaming industry. I learned a valuable lesson: success isn’t defined by the ingenious games we painstakingly dedicate ourselves to create, but rather the talent we as individuals contribute to the community. … Continue reading →